/* r_view.c player eye positioning Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #include "QF/cmd.h" #include "QF/console.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/msg.h" #include "QF/screen.h" #include "QF/plugin/vid_render.h" #include "chase.h" #include "client.h" #include "compat.h" #include "host.h" #include "clview.h" /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ cvar_t *scr_ofsx; cvar_t *scr_ofsy; cvar_t *scr_ofsz; cvar_t *cl_rollspeed; cvar_t *cl_rollangle; cvar_t *cl_bob; cvar_t *cl_bobcycle; cvar_t *cl_bobup; cvar_t *v_centermove; cvar_t *v_centerspeed; cvar_t *v_kicktime; cvar_t *v_kickroll; cvar_t *v_kickpitch; cvar_t *v_iyaw_cycle; cvar_t *v_iroll_cycle; cvar_t *v_ipitch_cycle; cvar_t *v_iyaw_level; cvar_t *v_iroll_level; cvar_t *v_ipitch_level; cvar_t *v_idlescale; float v_dmg_time, v_dmg_roll, v_dmg_pitch; cshift_t cshift_empty = { {130, 80, 50}, 0}; cshift_t cshift_water = { {130, 80, 50}, 128}; cshift_t cshift_slime = { {0, 25, 5}, 150}; cshift_t cshift_lava = { {255, 80, 0}, 150}; cshift_t cshift_bonus = { {215, 186, 60}, 50}; static float V_CalcBob (void) { float bob, cycle; cycle = cl.time - (int) (cl.time / cl_bobcycle->value) * cl_bobcycle->value; cycle /= cl_bobcycle->value; if (cycle < cl_bobup->value) cycle = M_PI * cycle / cl_bobup->value; else cycle = M_PI + M_PI * (cycle - cl_bobup->value) / (1.0 - cl_bobup->value); // bob is proportional to velocity in the xy plane // (don't count Z, or jumping messes it up) bob = sqrt (cl.velocity[0] * cl.velocity[0] + cl.velocity[1] * cl.velocity[1]) * cl_bob->value; bob = bob * 0.3 + bob * 0.7 * sin (cycle); if (bob > 4) bob = 4; else if (bob < -7) bob = -7; return bob; } void V_StartPitchDrift (void) { if (cl.laststop == cl.time) { return; // something else is keeping it from drifting } if (cl.nodrift || !cl.pitchvel) { cl.pitchvel = v_centerspeed->value; cl.nodrift = false; cl.driftmove = 0; } } void V_StopPitchDrift (void) { cl.laststop = cl.time; cl.nodrift = true; cl.pitchvel = 0; } /* V_DriftPitch Moves the client pitch angle towards cl.idealpitch sent by the server. If the user is adjusting pitch manually, either with lookup/lookdown, mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. Drifting is enabled when the center view key is hit, mlook is released and lookspring is non 0, or when */ static void V_DriftPitch (void) { float delta, move; if (noclip_anglehack || !cl.onground || cls.demoplayback) { cl.driftmove = 0; cl.pitchvel = 0; return; } // don't count small mouse motion if (cl.nodrift) { if (fabs (cl.cmd.forwardmove) < cl_forwardspeed->value) cl.driftmove = 0; else cl.driftmove += host_frametime; if (cl.driftmove > v_centermove->value) { V_StartPitchDrift (); } return; } delta = cl.idealpitch - cl.viewangles[PITCH]; if (!delta) { cl.pitchvel = 0; return; } move = host_frametime * cl.pitchvel; cl.pitchvel += host_frametime * v_centerspeed->value; if (delta > 0) { if (move > delta) { cl.pitchvel = 0; move = delta; } cl.viewangles[PITCH] += move; } else if (delta < 0) { if (move > -delta) { cl.pitchvel = 0; move = -delta; } cl.viewangles[PITCH] -= move; } } /* PALETTE FLASHES */ void V_ParseDamage (void) { entity_t *ent; float count, side; int armor, blood; vec3_t from, forward, right, up; armor = MSG_ReadByte (net_message); blood = MSG_ReadByte (net_message); MSG_ReadCoordV (net_message, from); count = blood * 0.5 + armor * 0.5; if (count < 10) count = 10; cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame if (cl_cshift_damage->int_val || (cl.sv_cshifts & INFO_CSHIFT_DAMAGE)) { cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count; cl.cshifts[CSHIFT_DAMAGE].percent = bound (0, cl.cshifts[CSHIFT_DAMAGE].percent, 150); if (armor > blood) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; } else if (armor) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; } else { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; } } // calculate view angle kicks ent = &cl_entities[cl.viewentity]; VectorSubtract (from, ent->origin, from); VectorNormalize (from); AngleVectors (ent->angles, forward, right, up); side = DotProduct (from, right); v_dmg_roll = count * side * v_kickroll->value; side = DotProduct (from, forward); v_dmg_pitch = count * side * v_kickpitch->value; v_dmg_time = v_kicktime->value; } static void V_cshift_f (void) { cshift_empty.destcolor[0] = atoi (Cmd_Argv (1)); cshift_empty.destcolor[1] = atoi (Cmd_Argv (2)); cshift_empty.destcolor[2] = atoi (Cmd_Argv (3)); cshift_empty.percent = atoi (Cmd_Argv (4)); } /* V_BonusFlash_f When you run over an item, the server sends this command */ static void V_BonusFlash_f (void) { if (!cl_cshift_bonus->int_val && !(cl.sv_cshifts & INFO_CSHIFT_BONUS)) return; cl.cshifts[CSHIFT_BONUS] = cshift_bonus; } /* V_SetContentsColor Underwater, lava, etc each has a color shift */ void V_SetContentsColor (int contents) { if (!cl_cshift_contents->int_val && !(cl.sv_cshifts & INFO_CSHIFT_CONTENTS)) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; return; } switch (contents) { case CONTENTS_EMPTY: cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; break; case CONTENTS_LAVA: cl.cshifts[CSHIFT_CONTENTS] = cshift_lava; break; case CONTENTS_SOLID: case CONTENTS_SLIME: cl.cshifts[CSHIFT_CONTENTS] = cshift_slime; break; default: cl.cshifts[CSHIFT_CONTENTS] = cshift_water; } } static void V_CalcPowerupCshift (void) { if (!cl.stats[STAT_ITEMS] & (IT_SUIT || IT_INVISIBILITY || IT_QUAD || IT_INVULNERABILITY)) { cl.cshifts[CSHIFT_POWERUP].percent = 0; return; } if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY && cl.stats[STAT_ITEMS] & IT_QUAD) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; cl.cshifts[CSHIFT_POWERUP].percent = 30; } else if (cl.stats[STAT_ITEMS] & IT_QUAD) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; cl.cshifts[CSHIFT_POWERUP].percent = 30; } else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 30; } else if (cl.stats[STAT_ITEMS] & IT_SUIT) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 20; } else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; cl.cshifts[CSHIFT_POWERUP].percent = 100; } else { cl.cshifts[CSHIFT_POWERUP].percent = 0; } } /* V_CalcBlend LordHavoc made this a real, true alpha blend. Cleaned it up a bit, but otherwise this is his code. --KB */ void V_CalcBlend (void) { float a2, a3; float r = 0, g = 0, b = 0, a = 0; int i; for (i = 0; i < NUM_CSHIFTS; i++) { a2 = cl.cshifts[i].percent / 255.0; if (!a2) continue; a2 = min (a2, 1.0); r += (cl.cshifts[i].destcolor[0] - r) * a2; g += (cl.cshifts[i].destcolor[1] - g) * a2; b += (cl.cshifts[i].destcolor[2] - b) * a2; a3 = (1.0 - a) * (1.0 - a2); a = 1.0 - a3; } // LordHavoc: saturate color if (a) { a2 = 1.0 / a; r *= a2; g *= a2; b *= a2; } r_data->vid->cshift_color[0] = min (r, 255.0) / 255.0; r_data->vid->cshift_color[1] = min (g, 255.0) / 255.0; r_data->vid->cshift_color[2] = min (b, 255.0) / 255.0; r_data->vid->cshift_color[3] = bound (0.0, a, 1.0); } void V_PrepBlend (void) { int i, j; if (cl_cshift_powerup->int_val || (cl.sv_cshifts & INFO_CSHIFT_POWERUP)) V_CalcPowerupCshift (); r_data->vid->cshift_changed = false; for (i = 0; i < NUM_CSHIFTS; i++) { if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) { r_data->vid->cshift_changed = true; cl.prev_cshifts[i].percent = cl.cshifts[i].percent; } for (j = 0; j < 3; j++) { if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j]) { r_data->vid->cshift_changed = true; cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j]; } } } // drop the damage value cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime * 150; if (cl.cshifts[CSHIFT_DAMAGE].percent < 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; // drop the bonus value cl.cshifts[CSHIFT_BONUS].percent -= host_frametime * 100; if (cl.cshifts[CSHIFT_BONUS].percent < 0) cl.cshifts[CSHIFT_BONUS].percent = 0; if (!r_data->vid->cshift_changed && !r_data->vid->recalc_refdef) return; V_CalcBlend (); } /* VIEW RENDERING */ static float angledelta (float a) { a = anglemod (a); if (a > 180) a -= 360; return a; } static void CalcGunAngle (void) { float yaw, pitch, move; static float oldpitch = 0, oldyaw = 0; yaw = r_data->refdef->viewangles[YAW]; pitch = -r_data->refdef->viewangles[PITCH]; yaw = angledelta (yaw - r_data->refdef->viewangles[YAW]) * 0.4; yaw = bound (-10, yaw, 10); pitch = angledelta (-pitch - r_data->refdef->viewangles[PITCH]) * 0.4; pitch = bound (-10, pitch, 10); move = host_frametime * 20; if (yaw > oldyaw) { if (oldyaw + move < yaw) yaw = oldyaw + move; } else { if (oldyaw - move > yaw) yaw = oldyaw - move; } if (pitch > oldpitch) { if (oldpitch + move < pitch) pitch = oldpitch + move; } else { if (oldpitch - move > pitch) pitch = oldpitch - move; } oldyaw = yaw; oldpitch = pitch; cl.viewent.angles[YAW] = r_data->refdef->viewangles[YAW] + yaw; cl.viewent.angles[PITCH] = -(r_data->refdef->viewangles[PITCH] + pitch); cl.viewent.angles[ROLL] -= v_idlescale->value * sin (cl.time * v_iroll_cycle->value) * v_iroll_level->value; cl.viewent.angles[PITCH] -= v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) * v_ipitch_level->value; cl.viewent.angles[YAW] -= v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) * v_iyaw_level->value; } static void V_BoundOffsets (void) { entity_t *ent; ent = &cl_entities[cl.viewentity]; // absolutely bound refresh reletive to entity clipping hull // so the view can never be inside a solid wall if (r_data->refdef->vieworg[0] < ent->origin[0] - 14) r_data->refdef->vieworg[0] = ent->origin[0] - 14; else if (r_data->refdef->vieworg[0] > ent->origin[0] + 14) r_data->refdef->vieworg[0] = ent->origin[0] + 14; if (r_data->refdef->vieworg[1] < ent->origin[1] - 14) r_data->refdef->vieworg[1] = ent->origin[1] - 14; else if (r_data->refdef->vieworg[1] > ent->origin[1] + 14) r_data->refdef->vieworg[1] = ent->origin[1] + 14; if (r_data->refdef->vieworg[2] < ent->origin[2] - 22) r_data->refdef->vieworg[2] = ent->origin[2] - 22; else if (r_data->refdef->vieworg[2] > ent->origin[2] + 30) r_data->refdef->vieworg[2] = ent->origin[2] + 30; } /* V_AddIdle Idle swaying */ static void V_AddIdle (void) { r_data->refdef->viewangles[ROLL] += v_idlescale->value * sin (cl.time * v_iroll_cycle->value) * v_iroll_level->value; r_data->refdef->viewangles[PITCH] += v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) * v_ipitch_level->value; r_data->refdef->viewangles[YAW] += v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) * v_iyaw_level->value; } /* V_CalcViewRoll Roll is induced by movement and damage */ static void V_CalcViewRoll (void) { float side; side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity); r_data->refdef->viewangles[ROLL] += side; if (v_dmg_time > 0) { r_data->refdef->viewangles[ROLL] += v_dmg_time / v_kicktime->value * v_dmg_roll; r_data->refdef->viewangles[PITCH] += v_dmg_time / v_kicktime->value * v_dmg_pitch; v_dmg_time -= host_frametime; } if (cl.stats[STAT_HEALTH] <= 0) { r_data->refdef->viewangles[ROLL] = 80; // dead view angle return; } } static void V_CalcIntermissionRefdef (void) { entity_t *ent, *view; float old; // ent is the player model (visible when out of body) ent = &cl_entities[cl.viewentity]; // view is the weapon model (visible only from inside body) view = &cl.viewent; VectorCopy (ent->origin, r_data->refdef->vieworg); VectorCopy (ent->angles, r_data->refdef->viewangles); view->model = NULL; // always idle in intermission old = v_idlescale->value; Cvar_SetValue (v_idlescale, 1); V_AddIdle (); Cvar_SetValue (v_idlescale, old); } static void V_CalcRefdef (void) { entity_t *ent, *view; float bob; static float oldz = 0; int i; vec3_t angles, forward, right, up; V_DriftPitch (); // ent is the player model (visible when out of body) ent = &cl_entities[cl.viewentity]; // view is the weapon model (visible only from inside body) view = &cl.viewent; bob = V_CalcBob (); // refresh position VectorCopy (ent->origin, r_data->refdef->vieworg); r_data->refdef->vieworg[2] += cl.viewheight + bob; // never let it sit exactly on a node line, because a water plane can // disappear when viewed with the eye exactly on it. // server protocol specifies to only 1/16 pixel, so add 1/32 in each axis r_data->refdef->vieworg[0] += 1.0 / 32; r_data->refdef->vieworg[1] += 1.0 / 32; r_data->refdef->vieworg[2] += 1.0 / 32; VectorCopy (cl.viewangles, r_data->refdef->viewangles); V_CalcViewRoll (); V_AddIdle (); // offsets angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are // actually backward angles[YAW] = ent->angles[YAW]; angles[ROLL] = ent->angles[ROLL]; AngleVectors (angles, forward, right, up); for (i = 0; i < 3; i++) { r_data->refdef->vieworg[i] += scr_ofsx->value * forward[i] + scr_ofsy->value * right[i] + scr_ofsz->value * up[i]; } V_BoundOffsets (); // set up gun position VectorCopy (cl.viewangles, view->angles); CalcGunAngle (); VectorCopy (ent->origin, view->origin); view->origin[2] += cl.viewheight; for (i = 0; i < 3; i++) { view->origin[i] += forward[i] * bob * 0.4; // view->origin[i] += right[i] * bob * 0.4; // view->origin[i] += up[i] * bob * 0.8; } view->origin[2] += bob; // fudge position around to keep amount of weapon visible // roughly equal with different FOV if (hud_sbar->int_val == 0 && r_data->scr_viewsize->int_val >= 100) ; else if (r_data->scr_viewsize->int_val == 110) view->origin[2] += 1; else if (r_data->scr_viewsize->int_val == 100) view->origin[2] += 2; else if (r_data->scr_viewsize->int_val == 90) view->origin[2] += 1; else if (r_data->scr_viewsize->int_val == 80) view->origin[2] += 0.5; view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; view->frame = cl.stats[STAT_WEAPONFRAME]; view->skin = 0; // set up the refresh position VectorAdd (r_data->refdef->viewangles, cl.punchangle, r_data->refdef->viewangles); // smooth out stair step ups if (cl.onground && ent->origin[2] - oldz > 0) { float steptime; steptime = cl.time - cl.oldtime; if (steptime < 0) steptime = 0; oldz += steptime * 80; if (oldz > ent->origin[2]) oldz = ent->origin[2]; if (ent->origin[2] - oldz > 12) oldz = ent->origin[2] - 12; r_data->refdef->vieworg[2] += oldz - ent->origin[2]; view->origin[2] += oldz - ent->origin[2]; } else oldz = ent->origin[2]; if (chase_active->int_val) Chase_Update (); CL_TransformEntity (view, view->angles, true); } /* V_RenderView The player's clipping box goes from (-16 -16 -24) to (16 16 32) from the entity origin, so any view position inside that will be valid */ void V_RenderView (void) { if (cls.state != ca_active) return; // don't allow cheats in multiplayer if (cl.maxclients > 1) { Cvar_Set (scr_ofsx, "0"); Cvar_Set (scr_ofsy, "0"); Cvar_Set (scr_ofsz, "0"); } if (cl.intermission) { // intermission / finale rendering V_CalcIntermissionRefdef (); } else { if (!cl.paused) V_CalcRefdef (); } r_funcs->R_RenderView (); } void V_Init (void) { Cmd_AddCommand ("bf", V_BonusFlash_f, "Background flash, used when you " "pick up an item"); Cmd_AddCommand ("centerview", V_StartPitchDrift, "Centers the player's " "view ahead after +lookup or +lookdown\n" "Will not work while mlook is active or freelook is 1."); Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors " "currently being displayed.\n" "Used when you are underwater, hit, have the Ring of " "Shadows, or Quad Damage. (v_cshift r g b intensity)"); } void V_Init_Cvars (void) { v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL, "How far the player must move forward before the " "view re-centers"); v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL, "How quickly you return to a center view after " "a lookup or lookdown"); v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL, "How far you tilt right and left when " "v_idlescale is enabled"); v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL, "How quickly you tilt right and left when " "v_idlescale is enabled"); v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL, "How quickly you lean forwards and backwards " "when v_idlescale is enabled"); v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL, "How far you tilt right and left when " "v_idlescale is enabled"); v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL, "How far you tilt right and left when " "v_idlescale is enabled"); v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, NULL, "How far you lean forwards and backwards when " "v_idlescale is enabled"); v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL, "Toggles whether the view remains idle"); scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, NULL, "None"); scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, NULL, "None"); scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, NULL, "None"); cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL, "How quickly you straighten out after strafing"); cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL, "How much your screen tilts when strafing"); cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL, "How much your weapon moves up and down when walking"); cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL, "How quickly your weapon moves up and down when " "walking"); cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, NULL, "How long your weapon stays up before cycling when " "walking"); v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL, "How long the kick from an attack lasts"); v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL, "How much you lean when hit"); v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL, "How much you look up when hit"); }